Share This Page

As we can now dump Vita games, i wanted to have a look at Vita Danganronpa 2 with the aim of backporting the English translation to PSP. Here is what i got so far:

1)There is a big DR_us.cpk file on Vita dump. It can be extracted with a .cpk unpacker, you can use this tutorial. https://github.com/s1cp/VitaGuide/wiki
2)Having a look at PSP ISO via UMDGen you can see data00.cpk and data01.cpk, both can be decrpyted with the same method above.
3)I copied back the Dr2/data/us/script folder in vita to jp/script in data01.cpk of psp.
4)Encrypted the contents back to data01.cpk again as explained in wiki above.
5)Replaced the data01.cpk in UMDGen and saved the psp iso back.
6)Here is the result, more stuff needed for backport.

]

There are some weird characters and text is cut off at the half of the screen. Need more tries.

Please mess with the files and share me what you succeeded. I would love a working english psp version.

Thanks.

EDIT: Here are some more info, thanks to @SMG0000000, we can now unpack the .pak files within the cpk files. here is the quickbms script, save it as .bms file.

get FILES long
get OFFSET long
for i = 1 <= FILES
if i == FILES
get NEXT_OFF asize
else
get NEXT_OFF long
endif
xmath SIZE "NEXT_OFF - OFFSET"
log "" OFFSET SIZE
math OFFSET = NEXT_OFF
next i

also, to see the japanese text in psp version, use wxMEdit as hex editor, choose Unicode 16 bit little Endian encoding and see the text and change it to whatever you like. I am now trying to solve the problem where some characters like "?" "," isn't displayed.

EDIT3: New video added with corrected characters, still can't solve the issue where the text goes to the next line when 28 character limit is hit, i guess it is hardcoded. Need help.

EDIT4: Demonstration of the problem, on psp:

On vita:

EDIT5: Forgot to say, first scripts are in file e00_001_180.lin so you can view your changes instantly from there. PPSSPP debugger might help to overcome 28 char limit but i couldnt succeed.
EDIT6: Tools to extract .lin files to .txt files and vice versa. https://github.com/vn-tools/danganronpa-tools this way you can easily edit, insert stuff. I am not the author. lin_compiler -d -dr2 e00_001_180.lin e00_001_180.txt this command line should give you the first dialogues in a text file.

EDIT8: eboot.bin edit for longer strings done thanks to super duper script editor 2 and Mikotolli. Now, we need a way to make the font smaller. Font.pak file is located at jp/font folder in data01.cpk file for psp. Font.pak file can be extracted/reinserted with the quickbms script i linked above. I couldn't find a way to make the font size smaller though.

HELP HELP HELP, the more the merrier.

EDIT9: I am not working on this anymore. I still believe it can be done but it needs some programming knowledge, some manual hex editing, plenty of time and dedication.

Nope, i dont state it is simple. I explained what i did, what are the problems i observed and i tried to encourage people to mess with the files.

It is not simple, lots of things are needed to be corrected.

Click to expand...

sorry by simple i meant that you diddnt have to unpack much excluding the .cpks. Unless i read wrong

there are many games that have a cpk and then 3 more encrypted unheard of files which require a programmer to make tools for which is what holds back many transalations. well at least on the hacking side of things

I think that backporting Danganronpa 1 would be also great as the Translation is a bit super-duper and I really like the English voice acting in the PS Vita release and some sh*t from Mondo would be nice to hear.

Just attempted doing this with Steins;Gate, but it didn't go so well. The script files do have the same file names in both Vita and PSP versions, but they have different file extensions (.bin for PSP and .scr for Vita), so they aren't compatible. Simply changing the extension didn't work (go figure lol), and I'm not smart enough to do the fancy hacking to make it work. Here are the extracted scripts from both versions if someone wants to take a look.

Just attempted doing this with Steins;Gate, but it didn't go so well. The script files do have the same file names in both Vita and PSP versions, but they have different file extensions (.bin for PSP and .scr for Vita), so they aren't compatible. Simply changing the extension didn't work (go figure lol), and I'm not smart enough to do the fancy hacking to make it work. Here are the extracted scripts from both versions if someone wants to take a look.

Things that i've done so far:
ripped the vita script and files.
Unpacked both vita and psp files
Replaced the script, still need to run the punctuation fixes.
Installed the script editor and started trying to get the eboot.bin patched.
Got a listing of the files from both versions and found the common files. Replacing them causes bad graphic errors though.

As promised, here's an update:
I got the eboot patched this morning, and tested a little bit. I've been using my Vita version as my QC test to make sure that it's working properly

One of the big things that I've found with the patch is it modifies the text in the message boxes as well. This might be fixed with the translation, or it might be because of the patch that I had to comment out in order to get the patching to run to remove the limit. Either way, I'm going to look more into the python scripts and see if I can figure out why the other patch is failing.

@reprep Hello! I am the current developer of The Super Duper Script Editor 2, And may i ask why do you need to make an English translation for PSP? When the PC version is already in Steam and it's on English?

@reprep Hello! I am the current developer of The Super Duper Script Editor 2, And may i ask why do you need to make an English translation for PSP? When the PC version is already in Steam and it's on English?

Click to expand...

Welp, people who don't know Japanese and can't bring a PC with them may want the game a little bit more portable and understandable